Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DOD_WEAPON_PARSE_H
#define DOD_WEAPON_PARSE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_parse.h"
#include "networkvar.h"
#define WPN_TYPE_MELEE (1<<0)
#define WPN_TYPE_GRENADE (1<<1)
//#define WPN_TYPE_GRENADE_LIVE (1<<2) //exploding grenades, unused
#define WPN_TYPE_PISTOL (1<<3)
#define WPN_TYPE_RIFLE (1<<4)
#define WPN_TYPE_SNIPER (1<<5)
#define WPN_TYPE_SUBMG (1<<6)
#define WPN_TYPE_MG (1<<7) //mg42, 30cal
#define WPN_TYPE_BAZOOKA (1<<8)
#define WPN_TYPE_BANDAGE (1<<9)
#define WPN_TYPE_SIDEARM (1<<10) //carbine - secondary weapons
#define WPN_TYPE_RIFLEGRENADE (1<<11)
#define WPN_TYPE_BOMB (1<<12)
#define WPN_TYPE_UNKNOWN (1<<13)
#define WPN_TYPE_CAMERA (1<<12)
#define WPN_MASK_GUN ( WPN_TYPE_PISTOL | WPN_TYPE_RIFLE | WPN_TYPE_SNIPER | WPN_TYPE_SUBMG | WPN_TYPE_MG | WPN_TYPE_SIDEARM )
//--------------------------------------------------------------------------------------------------------
class CDODWeaponInfo : public FileWeaponInfo_t
{
public:
DECLARE_CLASS_GAMEROOT( CDODWeaponInfo, FileWeaponInfo_t );
CDODWeaponInfo();
virtual void Parse( ::KeyValues *pKeyValuesData, const char *szWeaponName );
int m_iDamage;
int m_flPenetration;
int m_iBulletsPerShot;
int m_iMuzzleFlashType;
float m_flMuzzleFlashScale;
bool m_bCanDrop;
float m_flRecoil;
float m_flRange;
float m_flRangeModifier;
float m_flAccuracy;
float m_flSecondaryAccuracy;
float m_flAccuracyMovePenalty;
float m_flFireDelay;
float m_flSecondaryFireDelay;
int m_iCrosshairMinDistance;
int m_iCrosshairDeltaDistance;
int m_WeaponType;
float m_flBotAudibleRange;
char m_szReloadModel[MAX_WEAPON_STRING];
char m_szDeployedModel[MAX_WEAPON_STRING];
char m_szDeployedReloadModel[MAX_WEAPON_STRING];
char m_szProneDeployedReloadModel[MAX_WEAPON_STRING];
//timers
float m_flTimeToIdleAfterFire; //wait this long until idling after fire
float m_flIdleInterval; //wait this long after idling to idle again
//ammo
int m_iDefaultAmmoClips;
int m_iAmmoPickupClips;
int m_iHudClipHeight;
int m_iHudClipBaseHeight;
int m_iHudClipBulletHeight;
int m_iTracerType;
float m_flViewModelFOV;
int m_iAltWpnCriteria;
Vector m_vecViewNormalOffset;
Vector m_vecViewProneOffset;
Vector m_vecIronSightOffset;
int m_iDefaultTeam;
};
#endif // DOD_WEAPON_PARSE_H